Pretty IffyĪrguably Neoverse's biggest issue, though, is in its lack of tutorial of narrative cohesion. There are also new mechanics like parrying (ensuring an enemy's attack is entirely cancelled out by your armour) and precision (reducing their HP to exactly zero for a gold boost), which add some unique flair. It's a far cry from the challenge of making it to the next location on Slay The Spire, although it does rob the six-to-eight hour campaign of some of the risk and reward offered by having to reach a certain spot to upgrade your arsenal. These additional cards can be accrued from nabbing them from the in-game store, which can be done at almost any time – tweaking your offensive and defensive options while on-the-go. There are preset decks which focus on the likes of damage, radioactivity and more, and these basic setups can then be augmented with additional cards as you push through. Sure, it's not even close to breaking the mould, but it's still a lot of fun.Ī big part of that is in Neoverse's commitment to character builds. Some cards will let you attack, others offer status effects, and some are defensive. You'll draw cards for one of your two characters (there's a third to unlock), and spent action points to play them in your turn. That's because despite it's shiny, 3D animations and impressive effects, it really is focused on the mechanics we've come to be addicted to over the last few years. There are a handful of cutscenes after all, showing your playable character in action-packed battles against enemies, but it all feels superfluous. There's essentially zero story in Neoverse, and while that worked for many of its genre contemporaries, it's a little baffling here.
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